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Seven archetypes

Mage

A hero’s class decides two things that matter more than its stats: which upgrade pool it draws from at rank A and again at rank S, and which relics and items are built to support it. Seven classes, four heroes each, and a shared pool per class — so two heroes of the same class compete for the same upgrades. Each page below lists the heroes, both upgrade pools in full, and every relic and item that carries the class name.

Updated for patch 0.5.10

Front row or alone at the back

Where a Mage stands decides two of its upgrades. Mage Armor turns 100% of Magic into Defense for a hero who opens combat in the front row, which is how Pimenta, a Tank made a Mage by The Seasoned, uses it in Stall Tanks. Hermit wants the other end: +33% Magic and +50% Crit, only if no other hero shares the back two rows. Ratna takes it in Crit Rush Assassins, a three-hero team where she is the only Mage.

A list that waits for Stall

Five Mage upgrades involve Stall and none involves Rush, a heavier Stall lean than any other class list. Stalled Heat and Stalled Cold hit every enemy with Burn and Frost after Stall (20), Stalled Growth adds 40 permanent Magic after Stall (25), and Instacast grants 100 Mana at Stall 15, 30 and 45. Heat and Cold scale on Magic, which only the four Mages start with, 25 each.

Mages by spec and Glyph

Counting specs and Glyphs, a Mage sits in six of the nine ranked builds, level with Vanguards. Aria plays in three. Stall Aria gets its second Mage by giving Gustav a Mage's Glyph, and Stall Tanks pairs Aria with Pimenta, doubling Mage's Memento to 24 Frost on every enemy when combat begins.

The S for Debuff Mages traces back to 0.5.5, which lifted Magical Growth, Funke's pick there, from 15 to 20 Magic and Mage's Inferno Banner from 100% to 150% of Mana spent. The class legendary went the other way: 0.5.2 cut Mage's Cataclysm Engine to 15% of Magic, from 20%.

Mage heroes

Mage stats compared

The base values of every Mage, before ranks, items and relics.

Base statistics of the Mage heroes: health, defence, attack, attacks per second, range and mana.
HeroHealthDefenceAttackAttacks per secondRangeMana / regen
Aria60026230.44110 / 4
Funke65027210.47485 / 4
Ratna57527200.43480 / 4
Sal72534300.422100 / 4

Mage upgrades — rank A

15 upgrades in the rank A pool. A hero picks one, and heroes of the same class draw from the same list.

  • Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
  • HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
  • Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
  • Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
  • Arcane DestructionOn cast, gain 100 Crit.
  • Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
  • Burning AbsorptionOn cast, gain 1 Magic per 3 Burn on enemies in range.
  • Stalled HeatAfter Stall (20), inflict 100% Magic Burn on all enemies.
  • Magical GrowthAt start of combat, Mages permanently gain 20 Magic. Backup.
  • Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
  • Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
  • Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
  • Stalled GrowthAfter Stall (25), permanently gain 40 Magic.
  • InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
  • Fast CastGain 8 Mana Regen and 40 Starting Mana.

Mage upgrades — rank S

15 upgrades in the rank S pool. A hero picks one, and heroes of the same class draw from the same list.

  • Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
  • HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
  • Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
  • Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
  • Arcane DestructionOn cast, gain 100 Crit.
  • Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
  • Burning AbsorptionOn cast, gain 1 Magic per 3 Burn on enemies in range.
  • Stalled HeatAfter Stall (20), inflict 100% Magic Burn on all enemies.
  • Magical GrowthAt start of combat, Mages permanently gain 20 Magic. Backup.
  • Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
  • Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
  • Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
  • Stalled GrowthAfter Stall (25), permanently gain 40 Magic.
  • InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
  • Fast CastGain 8 Mana Regen and 40 Starting Mana.

Mage relics and items

18 entities carry the Mage name. They are built around what the class does, so they are the first place to look when you commit to it.

Questions people ask

Which heroes are Mage in Guildrun?
There are 4: Aria, Funke, Ratna, Sal. A hero can belong to more than one class, and some specializations grant a second class on top.
What upgrades can a Mage take?
The Mage pool has 15 upgrades at rank A and 15 at rank S. A hero takes one at rank A and another at rank S, and the two cannot be the same.
Which relics and items are made for Mage?
18 carry the class name. Their effects reference what the class does, so they scale with a guild built around it rather than with any team.
Do two heroes of the same class compete for the same upgrades?
Yes. The pool is per class, not per hero, so running two heroes of one class means splitting the same list of upgrades between them.

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